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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-09 16:48:43 +08:00
[Unity] Fix SkeletonUtility debug bone scale.
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@ -90,10 +90,7 @@ namespace Spine.Unity.Editor {
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}
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UpdateAttachments();
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if (PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab)
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isPrefab = true;
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isPrefab |= PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab;
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}
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void OnSceneGUI () {
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@ -101,21 +98,14 @@ namespace Spine.Unity.Editor {
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OnEnable();
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return;
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}
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// MITCH
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//float flipRotation = skeleton.FlipX ? -1 : 1;
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const float flipRotation = 1;
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foreach (Bone b in skeleton.Bones) {
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Vector3 vec = transform.TransformPoint(new Vector3(b.WorldX, b.WorldY, 0));
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// MITCH
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Quaternion rot = Quaternion.Euler(0, 0, b.WorldRotationX * flipRotation);
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Vector3 forward = transform.TransformDirection(rot * Vector3.right);
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forward *= flipRotation;
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Vector3 pos = new Vector3(b.WorldX, b.WorldY, 0);
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Quaternion rot = Quaternion.Euler(0, 0, b.WorldRotationX - 90f);
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Vector3 scale = Vector3.one * b.Data.Length * b.WorldScaleX;
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SpineEditorUtilities.Icons.BoneMaterial.SetPass(0);
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Graphics.DrawMeshNow(SpineEditorUtilities.Icons.BoneMesh, Matrix4x4.TRS(vec, Quaternion.LookRotation(transform.forward, forward), Vector3.one * b.Data.Length * b.WorldScaleX));
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Graphics.DrawMeshNow(SpineEditorUtilities.Icons.BoneMesh, transform.localToWorldMatrix * Matrix4x4.TRS(pos, rot, scale));
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}
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}
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